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- remove use of builtin and deprecated color vertex attribute.
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5193f6cfef
commit
5a322742c3
5 changed files with 9 additions and 6 deletions
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@ -136,7 +136,7 @@ bool FRenderState::ApplyShader()
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}
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}
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}
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}
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glColor4fv(mColor.vec);
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glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muFogEnabled.Set(fogset);
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@ -82,10 +82,10 @@ FSkyVertexBuffer::FSkyVertexBuffer()
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
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glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(FSkyVertex), &VSO->color);
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glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableVertexAttribArray(VATTR_COLOR);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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@ -120,6 +120,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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fp_comb.Substitute("vec4 frag = ProcessTexel();", "vec4 frag = Process(vec4(1.0));");
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fp_comb.Substitute("vec4 frag = ProcessTexel();", "vec4 frag = Process(vec4(1.0));");
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}
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}
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fp_comb << pp_data.GetString().GetChars();
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fp_comb << pp_data.GetString().GetChars();
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fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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{
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{
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@ -156,6 +157,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glAttachShader(hShader, hFragProg);
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glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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glLinkProgram(hShader);
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glLinkProgram(hShader);
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@ -213,8 +216,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
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modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
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texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
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texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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glUseProgram(hShader);
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glUseProgram(hShader);
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int texture_index = glGetUniformLocation(hShader, "texture2");
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int texture_index = glGetUniformLocation(hShader, "texture2");
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@ -9,6 +9,7 @@ extern bool gl_shaderactive;
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enum
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enum
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{
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{
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VATTR_COLOR = 14,
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VATTR_VERTEX2 = 15
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VATTR_VERTEX2 = 15
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};
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};
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@ -1,4 +1,5 @@
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in vec4 aColor;
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#ifndef SIMPLE // we do not need these for simple shaders
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#ifndef SIMPLE // we do not need these for simple shaders
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in vec4 aVertex2;
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in vec4 aVertex2;
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out vec4 pixelpos;
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out vec4 pixelpos;
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@ -43,7 +44,7 @@ void main()
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vec4 eyeCoordPos = ViewMatrix * worldcoord;
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vec4 eyeCoordPos = ViewMatrix * worldcoord;
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vColor = gl_Color;
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vColor = aColor;
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#ifndef SIMPLE
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#ifndef SIMPLE
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pixelpos.xyz = worldcoord.xyz;
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pixelpos.xyz = worldcoord.xyz;
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